Follow proper Reddiquette when submitting and commenting. Keep it civil and do not make personal attacks to other users. Absolutely no harassment, witchhunting, sexism, racism or hate speech will be tolerated.

Do not spam. Always follow Reddit guidelines for self-promotion when sharing your own content. More than 1 in 10 of your posts or comments being self-promotional is spamming. Twitch promotion not allowed.

Use descriptive titles. Clickbait or extremely vague titled posts will be removed.

No dissemination of rumors / leaks without ACTUAL evidence.

Posts promoting or facilitating piracy in any way will be removed. Piracy is a permanent ban, no warnings.

I would like to talk about fallout 3's karma and choice system. Although there were certainly some moral grey choices in fallout 3, far more were black and white with easily foreseeable consequences. so ITT id like to ask r/fallout, what existing choices could've been made a tougher decision. For example, one of the biggest choices in the game is to disarm the nuke in megaton or blow it up thus destroying the city and its inhabitants. Unfortunately the only purpose Mr. Burke and Tenpenny had for blowing up megaton was that it was an "eye sore". The only real reason to blow up the town was because you wanted caps and was doing an evil play through. What (in my opinion) could have made the choice tougher was if the town, similarly to Nipton, allowed anyone to stay there and at the time a certain group of horrible raiders had taken the town hostage, with all of its inhabitants still inside. Now there's the dilemma of "Should I blow up the town to keep these horrible raiders from being able to run back out into the wasteland? Or do I maybe try to find a way to free the town even though there is a possibility of the raiders escaping into the wasteland?" I am really interested in some what r/fallout has to say about grey moral choices. I also bet that hopefully whoever is making fallout 4 browses r/fallout to see what they like. Maybe this could be a way to show them what we want. So please discuss how these types of choices could have been tougher.

What (in my opinion) could have made the choice tougher was if the town, similarly to Nipton, allowed anyone to stay there and at the time a certain group of horrible raiders had taken the town hostage, with all of its inhabitants still inside. Now there's the dilemma of "Should I blow up the town to keep these horrible raiders from being able to run back out into the wasteland? Or do I maybe try to find a way to free the town even though there is a possibility of the raiders escaping into the wasteland?

That's actually a pretty good what-if, honestly. Here's how I'd have that quest scripted to end:

1: Defuse the nuke, as is already possible.

2: Set it off for Mr Burke, as is already possible.

3: Ignore the nuke, which after a few levels/in-game weeks sets into action the raider takeover you mentioned.

3A: Resort to setting the nuke off to kill the raiders.

3B: Try to sneakily free the residents, handing the town over in the process.

3C: Go in there and personally shoot every single raider in the dick(My choice)

3D: Raise an army and have the town liberate itself with your aid.

3E: Complete 3A, B, C, D, and then do option 1 or 2 anyway if you'd prefer to do so.

So please discuss how these types of choices could have been tougher.

I'm not all that annoyed by it...matter of fact not at all...but if I were to try to make FO3 more grey and less B&W....

In the main quest, you can't really side with the Enclave. Sure, sure, you can put the FEV in, but you still side with the BoS anyway, and if you're running Broken Steel they're still perfectly friendly to you anyway even as they all die to their own product. Instead, I would have it such that you could side with the Enclave outright. You'd instead wake up in their new base(Or Raven Rock if you opted not to blow it up), and you'd also have the option of not siding with either faction(IN which case you declare open hostilities with both factions and then go on a rampage when you wake up).

Regarding Tenpenny Tower: I'd take some of the grey out. This is really the only properly grey quest in the game, and right now, it's too grey. There is no happy ending or evil ending for anyone who wants to do so. So I'd give it such endings, one where the ghouls and humans live in peace together(My personal choice), and one where the Lone Wanderer just slaughters everyone, thus turning the tower into little more than a really fucking elaborate deserted tomb.

Regarding Vault 87: I'd add in a quest related to this. It would involve Fawkes, the Brotherhood, and a final solution to the whole super mutant problem. One option would, of course, be the wholesale slaughter of the uglies regardless of their sensibility, which is the current method the BoS is doing and would likely be the Karma Neutral method. You would be doing good by eradicating the threat, but bad by killing off muties that retained their humanity as well. Taking this course would see a bunch of Paladins, and if available Liberty Prime, heading out to Vault 87 and just shooting anything that stomped around, followed by sealing the FEV vats off from random explorers. Another would be tampering with the FEV to make it much easier for mutants to retain their faculties, as Fawkes has, which would be developed through research(Which can be volutary or forced, if the player wishes) on Fawkes. If the research is done voluntarily this would be the goody-two-shoes ending, see a new faction of actual people able to defend their hometowns from much larger threats emerge, and there'd be an option for a dastardly Wanderer to make the FEV create even worse mutants instead. Another ending would be salvaging the nuke from Megaton, assuming it has not been detonated, slipping said nuke into V87 right on top of the FEV vats, and remotely detonating it(Which risks spreading the FEV across the entire wasteland, the chance of which would be based on the player's science and explosive skills in an earlier subquest regarding restoring the bomb to like-new condition). This would be another grey option, I think.

My Tale of Two Wastelands mod is going delve into the Vault 87 business and a confrontation with the mutant leader. What I think Fallout 3 often forgets is that no one is truly evil or good, and the effects of someone's actions are often colored by their intent.

I had a hard time taking the baby in The Pitt. I did it the first time I played through and I felt terrible after. Then I played it again and decided to not take the baby, and I felt like that was the better choice. Fuck Werhner, he can go help his people. Choices like this would make Fallout much better

Taking the baby is easily the more evil option. Ashur doesn't want to use slaves he is essentially forced to. He actually has scientists working on finding a cure for TDA. Wernher is just doing the whole thing to get revenge and take over himself and had no problem with slavery when he was in charge. Only fought against it when he became a slave. He wants to kidnap a baby too so hes a pretty spiteful little cunt of a man. You also have the proof that Midea has no idea how to find the cure and can't handle finding the cure and caring for a baby whilst all the members of the pitt essentially fight amongst themselves because nobody can keep control. One option might continue an oppressive and brutal regime in power in the pitt but the reasons behind the regime are relatively honorable whereas the alternative leads to the civilization going nowhere with it's cure and the whole city fighting like gibbering chimp cunts.